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Yeah of course! They've got STDIN/STDOUT/STDERR and I've built a Virtual Filesystem. But if you're using WASI binaries locally they don't have that restriction.
You might be interested in WAGI: https://github.com/deislabs/wagi
And to catch up on WASI: https://xeiaso.net/talks/unix-philosophy-logical-extreme-was...
A couple of years back I also wrote a pure WebGL renderer for Neverball levels [1]. No physics, no translation to WebGL, just the 3D renderer part in direct WebGL. It also has a surprisingly low performance ceiling. I'd say I managed even worse than what the gl4es translation layer does for Neverball. By far the biggest performance boosts were instanced arrays and vertex array objects - basically just reducing the number of calls into WebGL. Seems to me that WebGL has a lot of overhead with or without a translation layer.
[1] https://github.com/parasti/parabola
Snapshot Preview 1 is the standard all tools are building to right now. The specification is available here: https://github.com/WebAssembly/WASI/blob/main/legacy/preview...
It's pretty unreadable though!
Preview 2 looks like it will be a big change, and is just being finalised at the moment. I'd expect that when preview 2 is available there will be an improvement in the quality of documentation. I'm not sure how long it will take after release for tools to start switching to it. I'd expect Preview 1 will still be the main target at least for the rest of this year.